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extends Node3D
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class_name AxisNode
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var axis_length: float = 1.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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_setup_axis()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _setup_axis():
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var x_basis = Vector3(1, 0, 0)
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var y_basis = Vector3(0, 1, 0)
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var z_basis = Vector3(0, 0, 1)
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var x_node: MeshInstance3D = get_node("x_axis")
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x_node.scale = Vector3(0.1, axis_length/2, 0.1)
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x_node.quaternion = _get_quaternion_rotation(Vector3(0,1,0), x_basis)
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x_node.position = Vector3(axis_length/2, 0, 0)
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var y_node = get_node("y_axis")
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y_node.scale = Vector3(0.1, axis_length/2, 0.1)
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y_node.quaternion = _get_quaternion_rotation(Vector3(0,1,0), y_basis)
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y_node.position = Vector3(0, axis_length/2, 0)
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var z_node = get_node("z_axis")
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z_node.scale = Vector3(0.1, axis_length/2, 0.1)
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z_node.quaternion = _get_quaternion_rotation(Vector3(0,1,0), z_basis)
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z_node.position = Vector3(0, 0, axis_length/2)
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func _get_quaternion_rotation(start_vector: Vector3, end_vector: Vector3):
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var rot_axis: Vector3 = end_vector.cross(start_vector).normalized()
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if rot_axis.length_squared() == 0.:
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return Quaternion.IDENTITY
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var rot_angle: float = end_vector.angle_to(start_vector)
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var quat = Quaternion(rot_axis, rot_angle).normalized()
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return quat
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